Abstract
BackgroundAccounting for how end users engage with technologies is imperative for designing an efficacious mobile behavioral intervention.ObjectiveThis mixed methods analysis examined the translational potential of user-centered design and basic behavioral science to inform the design of a new mobile intervention for obesity and binge eating.MethodsA total of 22 adults (7/22, 32% non-Hispanic White; 8/22, 36% male) with self-reported obesity and recurrent binge eating (≥12 episodes in 3 months) who were interested in losing weight and reducing binge eating completed a prototyping design activity over 1 week. Leveraging evidence from behavioral economics on choice architecture, participants chose treatment strategies from 20 options (aligned with treatment targets composing a theoretical model of the relation between binge eating and weight) to demonstrate which strategies and treatment targets are relevant to end users. The process by which participants selected and implemented strategies and their change in outcomes were analyzed.ResultsAlthough prompted to select one strategy, participants selected between 1 and 3 strategies, citing perceived achievability, helpfulness, or relevance as selection reasons. Over the week, all practiced a strategy at least once; 82% (18/22) struggled with implementation, and 23% (5/22) added a new strategy. Several themes emerged on successes and challenges with implementation, yielding design implications for supporting users in behavior change. In postexperiment reflections, 82% (18/22) indicated the strategy was helpful, and 86% (19/22) planned to continue use. One-week average within-subject changes in weight (–2.2 [SD –5.0] pounds) and binge eating (–1.6 [SD –1.8] episodes) indicated small clinical improvement.ConclusionsApplying user-centered design and basic behavioral science yielded design insights to incorporate personalization through user choice with guidance, which may enhance engagement with and potential efficacy of digital health interventions.
Highlights
Experimental therapeutics and the Science of Behavior Change program at the National Institutes of Health focus on measuring whether experimentally manipulated, hypothesized targets of an intervention lead to behavior change and improved clinical outcomes [1,2]
For digital interventions, we have suggested that experimental therapeutics must account for user engagement as a mediator of clinical outcomes [5] because even a clinically potent intervention will fail to improve symptoms if users do not engage with it
Engagement is a common problem for digital interventions [6], and digital behavioral interventions have been criticized for using designs that tell users what to do, which can limit considerations for user preferences that impact engagement [7,8]
Summary
Experimental therapeutics and the Science of Behavior Change program at the National Institutes of Health focus on measuring whether experimentally manipulated, hypothesized targets of an intervention lead to behavior change and improved clinical outcomes [1,2]. Digital tools achieve greater acceptability, understanding, adoption, and engagement [11,12,13,14], as well as potentially improved clinical outcomes [5,11], yet clinical scientists in health care have greatly underused design methods [15]. One reason for this underutilization may be that design methods appear to threaten the goal of maintaining fidelity to an evidence-based intervention (ie, delivering the intervention as it is intended). Accounting for how end users engage with technologies is imperative for designing an efficacious mobile behavioral intervention
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